Search found 169 matches
- Tue Jun 03, 2014 11:56 pm
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 11320
Re: Stone road - Make your character move quicker
You'd need some asphalt. From oil.
- Tue Jun 03, 2014 11:53 pm
- Forum: Show your Creations
- Topic: Simple module factory
- Replies: 6
- Views: 11132
Re: Simple module factory
This could be useful in speedruns.
- Tue Jun 03, 2014 11:45 pm
- Forum: Show your Creations
- Topic: Lots of biters game that i finished.
- Replies: 5
- Views: 6157
Re: Lots of biters game that i finished.
Only 18 hours? I wonder how fast it's possible to complete this game.
- Tue Jun 03, 2014 12:39 pm
- Forum: Show your Creations
- Topic: Almost everything on one line
- Replies: 14
- Views: 12889
Re: Almost everything on one line
Great work! Is it possible to have more different products on one conveyor belt to save space?
- Sat May 31, 2014 10:45 am
- Forum: News
- Topic: Friday Facts #36
- Replies: 39
- Views: 30558
Re: Friday Facts #36
Incoming auxiliary buildings?saykhia wrote:Concept #4 reminds me of the orbital command from SC2
- Sat May 31, 2014 4:00 am
- Forum: Ideas and Suggestions
- Topic: Burner Assembling Machine
- Replies: 7
- Views: 2833
Re: Burner Assembling Machine
This is a bit tough. As with burner miners and burner inserters, there's nothing to do with them once you get to the higher tech as they're not used in any of advanced recipes.
- Fri May 30, 2014 8:48 pm
- Forum: Implemented Suggestions
- Topic: Add a Planning Tool / construction planning
- Replies: 22
- Views: 13676
Re: Construction planning
But what about a hybrid? You place a ghost building down when you're not in range which will become placed when you come within range with the coorect building in your inventory?
- Fri May 30, 2014 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Making pollution map more clear.
- Replies: 1
- Views: 1177
Making pollution map more clear.
Currently, pollution map in this game shows pollution area in red gradient. This makes the edges of pollution a bit difficult to see as these are shown in faint red. My suggestion would be to change the pollution map as following: Areas with no pollution would be shown green. Edges of polluted areas...
- Fri May 30, 2014 7:10 am
- Forum: Ideas and Suggestions
- Topic: Very Big Machines
- Replies: 8
- Views: 4707
Re: Very Big Machines
Like in minecraft AE mod, the assembler I assume is what you mean? You can put in more CPU or heat dispensers, to craft more or faster? Sort of. Minecraft has some mods which allow you to make structures (instead of just inserting items inside structures) that can improve the machines they're attac...
- Fri May 30, 2014 6:47 am
- Forum: Ideas and Suggestions
- Topic: Very Big Machines
- Replies: 8
- Views: 4707
Re: Very Big Machines
In my opinion, these buildings would be better to be composed of several smaller ones making up a larger entity so you wouldn't have to build it in one go. Which is pretty much the game as it is. We can all pack up and go home people, mystery solved. What I meant that the main building is the one t...
- Fri May 30, 2014 3:47 am
- Forum: Ideas and Suggestions
- Topic: Very Big Machines
- Replies: 8
- Views: 4707
Re: Very Big Machines
In my opinion, these buildings would be better to be composed of several smaller ones making up a larger entity so you wouldn't have to build it in one go.
- Thu May 29, 2014 11:50 pm
- Forum: Show your Creations
- Topic: Lots of biters - Enemy base - very high size and richness
- Replies: 24
- Views: 15977
Re: Lots of biters - Enemy base - very high size and richnes
Wow! You've indeed cleared a lot and there are resources for hours for you to take! How many resources are you currently getting per minute?
- Thu May 29, 2014 8:54 pm
- Forum: Show your Creations
- Topic: Lots of biters - Enemy base - very high size and richness
- Replies: 24
- Views: 15977
Re: Lots of biters - Enemy base - very high size and richnes
Nice job. It must have been tense to plan a timing push and then taking control of choke points. What opening did you use?
In my opinion, a good option is to grab the large copper expansion in the northwest. You seem to be close to getting it under control.
In my opinion, a good option is to grab the large copper expansion in the northwest. You seem to be close to getting it under control.
- Wed May 28, 2014 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Pipe gratewalk / Catwalks
- Replies: 7
- Views: 3657
Re: Pipe gratewalk
Or just add an ability to climb over pipes.
- Wed May 28, 2014 10:27 am
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7342
Re: Expanding The Function Of Lights
I feel that aliens should be more dangerous during the daylight. Night+more aliens would be a bit too much.
- Tue May 27, 2014 5:21 pm
- Forum: General discussion
- Topic: How to fake a near-side inserter
- Replies: 12
- Views: 11021
Re: How to fake a near-side inserter
These two will come in handy. The first one is good for more complex recipes. The second one works for complex recipes as well with the help of underground belt.
- Tue May 27, 2014 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Trains - "Time until departure" in tooltip/GUI
- Replies: 5
- Views: 2418
Re: Trains - "Time until departure" in tooltip/GUI
Finally someone suggested this here. This could indeed be very useful.
- Tue May 27, 2014 4:32 am
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 2962
Re: Add-ons to existing buildings
I know but add-ons would add variety and could be used for only buildings they're meant for as opposed to modules that are for generic use.
- Tue May 27, 2014 3:14 am
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 2962
Re: Add-ons to existing buildings
Now I just added an example what an assembly machine would do. For an example, add-on of robot port would increase its range of influence, add-on to oil refiery would increase its output in some way (for an example, getting sulfur out of crude oil and the rest would still be useful for making plasti...
- Mon May 26, 2014 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 2962
Re: Add-ons to existing buildings
Basically, they're would be another type of add-on so if you want to produce even more or hard-to-make stuff in very late game, you have to make your buildings bigger in that way. That would also add an extra layer for planning the whole factory.